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Results 22 resources
Last update from database: 05/08/2024, 12:08 (UTC)
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Outcome measure
- Attitudes (2)
- Behaviour (2)
- Learning (21)
- Motivation (1)
- Socio-emotional learning (1)
Instructional domain (subject)
- Languages (1)
- Literacy (5)
- Mathematics (9)
- Multiple (9)
- Science (3)
- Social Studies (2)
- STEM (1)
Education Level and Type
- ECE 0-7 (2)
- High school 16-18 (3)
- Informal education (2)
- K-12
- Primary 7-10 (5)
- Secondary 11-16 (4)
- Tertiary (5)
Groups of students
- _No mention (3)
- At-risk (3)
- EAL (3)
- Learning difficulties (3)
- Low-performing (2)
- Low socio-economic status (5)
- SEND (5)
- typically-developing students (1)
Moderating variables
- __ no obvious moderating variables (3)
- Assessments (1)
- Attainment level of students (1)
- Country / culture (1)
- Design-type/ testing instruments (8)
- Ethnicity (1)
- Feedback (2)
- Gender (2)
- Grade/education level (8)
- Length of time (14)
- Multiple exposures (1)
- Novelty Effect (4)
- Peer involvement/group learning (4)
- School-level factors (1)
- SEND (2)
- Socio-economic status (1)
- Subject (5)
- Teacher involvement (8)
- Teacher pedagogy/implementation (3)
- Teacher professional development (1)
- Tech structure (1)
- Type of instruction methods (student/teacher centered) (5)
- Type of knowledge or task (exposing, procedural, active, etc (6)
Tech Hardware
- Computer (20)
- Interactive whiteboards (1)
- Internet (2)
- Laptops (1)
- Mobile/Smartphone (1)
- Multimedia (1 or more) (2)
- Tablet (1)
Tech Software
- Augmented Reality (1)
- Computer Algebra Systems (1)
- Computer-Assisted Instruction (CAI) (12)
- Computer-Based Teaching (CBT) (4)
- Digital Media (audiovisuals) (2)
- Dynamic Geometry Software (1)
- E-book software (1)
- Game learning (2)
- General apps (3)
- Graphic organisers/Visualisations (4)
- Intelligent Tutoring (1)
- LMS (3)
- Simulations (3)
- Virtual manipulatives (2)
- Virtual Reality (1)
Tech mechanism
- _No mention (7)
- Cooperative learning (e.g. discussion areas) (2)
- Direct instruction (1)
- Drill and practice (1)
- Feedback (8)
- Gamification (2)
- Graphic modelling (1)
- Instructional supports/Demos: worked out examples (7)
- Personalization effect (2)
- Research/Homework/Assignments (1)
- Scaffolding/Varying difficulty levels (6)
- Virtual pen and notetaking (1)
Learning Approach
- _No mention (3)
- Blended learning (2)
- Classroom learning (17)
- Remote learning (1)
Teacher Pedagogy
- _No mention (5)
- Collaboration (5)
- Feedback (2)
- Game-based learning (2)
- Group learning (4)
- Individualised (1)
- PC mixed with real objects (1)
- Peer learning (3)
- Project-based learning (1)
- Scaffolding (5)
Research methods
Effect size/ heterogeneity
HIC/LMIC
- HIC (high income) (7)
- LMIC (middle/low) (1)
- Mixture or unknown (18)
Quality of research
- High: 6+ (16)
- Low: 3 or below (1)
- Medium: 4 or above (5)